http://www.cnblogs.com/stratrail/p/5065911.html
本节主要讲如何通过创建简单的矩形区域来造成伤害
@H_403_18@在小游戏中简单的碰撞需求应用Box2d等引擎会显得过于臃肿复杂,且功能不是根据需求定制,还要封装,为此本节讲述一下如何自己实现简单的碰撞,来达到伤害效果。
一、定义小组类别
@H_403_18@ 定义如下:
@H_403_18@ 用二进制位来定义小组,方便后面判断用位快速判断。
二、定义CBody类用于碰撞实现
#ifndef __CBody_H__ #define __CBody_H__ #include "IGameDef.h" #include cocos2d.h" #define DRAW_BODY 1 #ifdef DRAW_BODY #include GLES-Render.h#endif USING_NS_CC; class CBody : public Node { public: // implement the "static create()" method manually CREATE_FUNC(CBody); virtual bool init(); void SetRect(float x,float y,255); line-height:1.5!important">float w,255); line-height:1.5!important">float h){ m_cRect = Rect(x,y,w,h); } void SetGroupMask(enGroupMask nGroupMask){ m_nGroupMask = nGroupMask; } enGroupMask GetGroupMask() const{ return m_nGroupMask; } enGroupMask CanContactGroup() const; 判断是否可以碰撞该类别 bool IsGroupCanContact(enGroupMask nGroupMask) const Rect GetRect() 判断矩形是否交叉 bool IntersectsRect(const Rect& rect) void SetContactCallback(const std::function<void(CBody*)>& callback){ m_constactFunc = callback; } 碰撞回调函数 void OnContact(CBody* pBody); 绘制矩形区域 #ifdef DRAW_BODY void draw(Renderer *renderer,255); line-height:1.5!important">const Mat4& transform,uint32_t flags); virtual void onDraw(const Mat4 &transform,uint32_t flags); #endif private: CBody(); ~CBody(); #ifdef DRAW_BODY CustomCommand m_pCustomCommand; b2Draw* m_debugDraw; #endif Rect m_cRect; std::function<void(CBody*)> m_constactFunc; enGroupMask m_nGroupMask; }; #endif __CBody_H__
@H_403_18@关键实现有以下几个:
bool CBody::IsGroupCanContact(enGroupMask nGroupMask) const { return nGroupMask&CanContactGroup(); }
@H_403_18@ 2、获取矩形实际的坐标,利用cocos2dx矩形相交判断方法,判断重叠
const Rect CBody::GetRect() constVec2& pt =this->convertToWorldSpace(this->getPosition()); return Rect(pt.x + m_cRect.origin.x,pt.y + m_cRect.origin.y,m_cRect.size.width,m_cRect.size.height); }
bool CBody::IntersectsRect(const Rect& rect) const
{
return GetRect().intersectsRect(rect);
}
3、将创建的CBody类添加到管理中vector的实例m_vBody管理
CBody::~CBody()
{
CBattleMgr::getInstance()->EreaseBody(this);
#ifdef DRAW_BODY
if (m_debugDraw)
{
delete m_debugDraw;
m_debugDraw = NULL;
}
#endif
}
bool CBody::init()
{
#ifdef DRAW_BODY
m_debugDraw = new GLESDebugDraw(1.0);
#endif CBattleMgr::getInstance()->InsertBody(this);
return true;
}
同时每帧在管理类中的update进行碰撞判断如下:
void CBattleMgr::update(float dt)
{
while (m_vBody.size()>0)
{
size_t nLast = m_vBody.size() - 1;
CBody* pBody = m_vBody[nLast];
m_vBody.pop_back();
if (pBody)
{
m_vSwapBody.push_back(pBody);
for (size_t i = 0; i < nLast; ++i)
{
CBody* pTempBody = m_vBody[i];
if (pTempBody )
{
bool hurt1 = pTempBody->IsGroupCanContact(pBody->GetGroupMask());
bool hurt2 = pBody->IsGroupCanContact(pTempBody->GetGroupMask());
if ((hurt1 || hurt2)&&pTempBody->IntersectsRect(pBody->GetRect()))
{
if (hurt1)
{
pTempBody->OnContact(pBody);
}
if (hurt2)
{
pBody->OnContact(pTempBody);
}
}
}
}
}
}
m_vSwapBody.swap(m_vBody);
}
@H_403_18@ 上述代码通过2个vector管理CBody,在update时进行一次判断碰撞并调用OnContact方法。
/* * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com * * iPhone port by Simon Oliver - http://www.simonoliver.com - http://www.handcircus.com * * This software is provided 'as-is',without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * Permission is granted to anyone to use this software for any purpose,* including commercial applications,and to alter it and redistribute it * freely,subject to the following restrictions: * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product,an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such,and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ #ifndef RENDER_H #define RENDER_H #include Box2D/Box2D.h" struct b2AABB; This class implements debug drawing callbacks that are invoked inside b2World::Step. class GLESDebugDraw : public b2Draw { float32 mRatio; cocos2d::GLProgram* mShaderProgram; GLint mColorLocation; void initShader( void ); public: GLESDebugDraw(); GLESDebugDraw( float32 ratio ); void DrawPolygon(const b2Vec2* vertices,255); line-height:1.5!important">int vertexCount,255); line-height:1.5!important">const b2Color& color); void DrawSolidPolygon(void DrawCircle(const b2Vec2& center,float32 radius,255); line-height:1.5!important">void DrawSolidCircle(const b2Vec2& axis,255); line-height:1.5!important">void DrawSegment(const b2Vec2& p1,255); line-height:1.5!important">const b2Vec2& p2,255); line-height:1.5!important">void DrawTransform(const b2Transform& xf); void DrawPoint(const b2Vec2& p,float32 size,255); line-height:1.5!important">void DrawString(int x,255); line-height:1.5!important">int y,255); line-height:1.5!important">char* string,...); void DrawAABB(b2AABB* aabb,255); line-height:1.5!important">const b2Color& color); }; #endif * Copyright (c) 2006-2007 Erin Catto * * iPhone port by Simon Oliver - * * This software is provided 'as-is',without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * Permission is granted to anyone to use this software for any purpose,and to alter it and redistribute it * freely,subject to the following restrictions: * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product,an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such,and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ #include " #include <stdio.h> #include <stdarg.h> #include <string.h> USING_NS_CC; GLESDebugDraw::GLESDebugDraw() : mRatio( 1.0f ) { this->initShader(); } GLESDebugDraw::GLESDebugDraw( float32 ratio ) : mRatio( ratio ) { this->initShader(); } void GLESDebugDraw::initShader( void ) { mShaderProgram = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_U_COLOR); mColorLocation = glGetUniformLocation( mShaderProgram->getProgram(),u_color"); } void GLESDebugDraw::DrawPolygon(const b2Vec2* old_vertices,255); line-height:1.5!important">const b2Color& color) { mShaderProgram->use(); mShaderProgram->setUniformsForBuiltins(); b2Vec2* vertices = new b2Vec2[vertexCount]; for( int i=0;i<vertexCount;i++) { vertices[i] = old_vertices[i]; vertices[i] *= mRatio; } mShaderProgram->setUniformLocationWith4f(mColorLocation,color.r,color.g,color.b,128); line-height:1.5!important">1); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION,2,GL_FLOAT,GL_FALSE,128); line-height:1.5!important">0,vertices); glDrawArrays(GL_LINE_LOOP,vertexCount); CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,vertexCount); CHECK_GL_ERROR_DEBUG(); delete[] vertices; } void GLESDebugDraw::DrawSolidPolygon(0;i<vertexCount;i++) { vertices[i] = old_vertices[i]; vertices[i] *= mRatio; } mShaderProgram->setUniformLocationWith4f(mColorLocation,color.r*0.5f,color.g*0.5f); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION,vertices); glDrawArrays(GL_TRIANGLE_FAN,vertexCount); mShaderProgram->setUniformLocationWith4f(mColorLocation,128); line-height:1.5!important">1); glDrawArrays(GL_LINE_LOOP,vertexCount*2); CHECK_GL_ERROR_DEBUG(); void GLESDebugDraw::DrawCircle(const b2Color& color) { mShaderProgram->use(); mShaderProgram->setUniformsForBuiltins(); const float32 k_segments = 16.0f; int vertexCount=16; const float32 k_increment = 2.0f * b2_pi / k_segments; float32 theta = 0.0f; GLfloat* glVertices = new GLfloat[vertexCount*2]; int i = 0; i < k_segments; ++i) { b2Vec2 v = center + radius * b2Vec2(cosf(theta),sinf(theta)); glVertices[i*2]=v.x * mRatio; glVertices[i*2+1]=v.y * mRatio; theta += k_increment; } mShaderProgram->setUniformLocationWith4f(mColorLocation,128); line-height:1.5!important">1); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION,glVertices); glDrawArrays(GL_LINE_LOOP,vertexCount); CHECK_GL_ERROR_DEBUG(); delete[] glVertices; } void GLESDebugDraw::DrawSolidCircle(0.5f); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION,glVertices); glDrawArrays(GL_TRIANGLE_FAN,vertexCount); mShaderProgram->setUniformLocationWith4f(mColorLocation,vertexCount); Draw the axis line DrawSegment(center,center+radius*axis,color); CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(void GLESDebugDraw::DrawSegment(const b2Color& color) { mShaderProgram->use(); mShaderProgram->setUniformsForBuiltins(); mShaderProgram->setUniformLocationWith4f(mColorLocation,128); line-height:1.5!important">1); GLfloat glVertices[] = { p1.x * mRatio,p1.y * mRatio,p2.x * mRatio,p2.y * mRatio }; glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION,glVertices); glDrawArrays(GL_LINES,128); line-height:1.5!important">0,128); line-height:1.5!important">2); CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,128); line-height:1.5!important">2); CHECK_GL_ERROR_DEBUG(); } void GLESDebugDraw::DrawTransform(const b2Transform& xf) { b2Vec2 p1 = xf.p,p2; const float32 k_axisScale = 0.4f; p2 = p1 + k_axisScale * xf.q.GetXAxis(); DrawSegment(p1,p2,b2Color(0)); p2 = p1 + k_axisScale * xf.q.GetYAxis(); DrawSegment(p1,128); line-height:1.5!important">0)); } void GLESDebugDraw::DrawPoint(1); glPointSize(size); GLfloat glVertices[] = { p.x * mRatio,p.y * mRatio }; glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION,glVertices); glDrawArrays(GL_POINTS,128); line-height:1.5!important">1); glPointSize(1.0f); CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1); CHECK_GL_ERROR_DEBUG(); } void GLESDebugDraw::DrawString(char * NSLog(@"DrawString: unsupported: %s",string); printf(string); Unsupported as yet. Could replace with bitmap font renderer at a later date */ } void GLESDebugDraw::DrawAABB(b2AABB* aabb,128); line-height:1.5!important">1); GLfloat glVertices[] = { aabb->lowerBound.x * mRatio,aabb->lowerBound.y * mRatio,aabb->upperBound.x * mRatio,aabb->upperBound.y * mRatio,aabb->lowerBound.x * mRatio,aabb->upperBound.y * mRatio }; glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION,glVertices); glDrawArrays(GL_LINE_LOOP,128); line-height:1.5!important">4); CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(4); CHECK_GL_ERROR_DEBUG(); }
然后在CBody的draw中做如下处理进行绘制
#ifdef DRAW_BODY void CBody::onDraw(if (m_debugDraw) { b2Vec2 vs[4]; const Rect rect = GetRect(); vs[0].Set(rect.origin.x,rect.origin.y); vs[1].Set(rect.origin.x + rect.size.width,128); line-height:1.5!important">2].Set(rect.origin.x + rect.size.width,rect.origin.y + rect.size.height); vs[3].Set(rect.origin.x,rect.origin.y + rect.size.height); m_debugDraw->DrawSolidPolygon(vs,128); line-height:1.5!important">4,b2Color(0.6f,128); line-height:1.5!important">0.6f)); } } void CBody::draw(Renderer *renderer,uint32_t flags) { _globalZOrder m_pCustomCommand.init(30); m_pCustomCommand.func = CC_CALLBACK_0(CBody::onDraw,255); line-height:1.5!important">this,transform,flags); renderer->addCommand(&m_pCustomCommand); } #endif